/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
class FNetworkPredictionData_Server_Character : public [FNetworkPredictionData_Server](API\Runtime\Engine\Interfaces\FNetworkPredictionData_Server), protected [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)
uint32: 1
bForceClientUpdate
Force client update on the next ServerMoveHandleClientError() call.
bool
bResolvingTimeDiscrepancy
True if currently in the process of resolving time discrepancy
float
CurrentClientTimeStamp
Timestamp from the client of most recent ServerMove() processed for this player.
float
LastReceivedClientTimeStamp
Timestamp from the client of most recent ServerMove() received for this player, including rejected requests.
float
LastUpdateTime
Last time server updated client with a move correction
float
LifetimeRawTimeDiscrepancy
Accumulated timestamp difference between autonomous client and server for tracking long-term trends
float
MaxMoveDeltaTime
Max delta time for a given move, in real seconds Based off ofAGameNetworkManager::MaxMoveDeltaTimeconfig setting, but can be modified per actor if needed.
FClientAdjustme...
PendingAdjustment
double
ServerAccumulatedClientTimeStamp
Timestamp of total elapsed client time.
float
ServerTimeStampLastServerMove
Server clock time when last server move was received from client (does NOT include forced moves on server)
float
TimeDiscrepancy
Current time discrepancy between client-reported moves and time passed on the server.
float
TimeDiscrepancyAccumulatedClientDeltasSinceLastServerTick
When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode where we bound move deltas by Server Deltas.
float
TimeDiscrepancyResolutionMoveDeltaOverride
When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode whose output is this value (to be used as the DeltaTime for current ServerMove)
float
WorldCreationTime
Creation time of this prediction data, used to contextualize LifetimeRawTimeDiscrepancy